THE Journal's Mobile Computing + Augmented & Virtual Reality Resources
Here you'll find articles covering 1-to-1 computing, BYOD, augmented and virtual reality and all things mobile! Topics range from strategies for managing devices to news and reviews about new hardware and software.
Five years from now K–12 classrooms will look dramatically different than they do today because of the four trends identified in this week’s blog post. You can take that prediction to the bank!
- By Cathie Norris, Elliot Soloway
Each VR "book" incorporates virtual field trips, interactive games and learning activities, a "theater" experience, a teacher demo of an experiment and access to online assessments.
- By Dian Schaffhauser
The Utah-based Women Tech Council today launched the first expansion event of its SheTech program to provide access to hands-on tech experiences and mentorship with industry experts to high school girls across the state and in rural areas to engage and inspire them to pursue science, technology, engineering and math (STEM) fields and careers.
A new VR editor designed for tablet-use from ThingLink offers a way for teachers and students to create interactive content.
A new version of Samsung Gear 360 can capture video in 4K resolution and live-stream in 2K resolution. The new product is also compatible with iOS devices, Macs, Windows and more Android devices, making it easier to create, share and stream virtual reality content.
This week at the National Science Teachers Association (NSTA) National Conference in Los Angeles, Pasco Scientific is unveiling the third edition of “Essential Physics,” a deeply digital curriculum that brings physics concepts to life in ways that text and static images cannot.
Charri Stratton, director of instructional technology for Putnam City Schools in Oklahoma City, OK, has plenty of experience with mobile carts and their incorporation into classrooms. Stratton oversaw the deployment of the 15,000 iPads and about 375 mobile carts, and has witnessed teachers using the carts in creative ways.
The Smithsonian is collaborating with tech company Lenovo to foster STEAM (science, technology, engineering arts and math) learning in school and after-school programs using the Smithsonian Learning Lab, a free online toolkit to find, customize and share digital museum resources with others.
Three “change agents” who have upended the status quo in their own unique ways will be the keynote speakers at the International Society for Technology in Education’s (ISTE) conference and expo in San Antonio, TX, June 25-28.
SparkFun Electronics has begun carrying the micro:bit in the United States, starting this month and shipping in early May 2017. The micro:bit — a beginner-friendly, reprogrammable microcontroller — gained popularity after the BBC gave the board to every 11- and 12-year-old student in the United Kingdom to inspire a new generation to pursue innovation in computer science.